# Unreal Engine 5.6 Released

**URL:** <https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952>\
**Category:** Announcements\
**Tags:** unreal-engine, Released\
**Created:** [June 3, 2025, 1:50pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952 "2025-06-03T13:50:06Z")\
**Posts on this page:** 1\
**Showing post:** 73

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**Author:** ![TheKJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheKJ](https://forums.unrealengine.com/u/TheKJ)\
**Post date:** [June 9, 2025, 12:49am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/73 "2025-06-09T00:49:27Z")

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> Nonetheless, for accurate and high-quality performance profiling, Unreal Insight remains the only reliable solution for conducting proper analysis within a fully packaged build.

We already had tools for this. HW API inspectors.

Again, no UE dev is addressing how broken Nanite in 5.6

> [@UE5.6 Is Terrible-No profiler, Rendering Nanite Geo Twice (Hardware Basepass still present)](https://forums.unrealengine.com/t/ue5-6-is-terrible-no-profiler-rendering-nanite-geo-twice-hardware-basepass-still-present/2541315):
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> When items in the basepass are converted to Nanite, those material shading rates are transferred into the Nanite base pass. The basepass will only have a timings for items shaded as non-nanite With 5.6, items are not transferred and it’s behaving like the hardware geo pass is still running all the LODs along with the nanite material evaluation. This is ridiculous and UE didn’t behave this way in 5.6 preview. Happens in build version too. 5.6 also had a profiler, instead …

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